To The Bone: TFT expanded specs for undead creature types Undead Traits Overall: An advanced decrepitude promotes a substitution for their senses of some odd varieties of perceptiveness: generally imparting to them an antagonistic sensing of life forces, and thus the lessening in their regard of most targets' Blur, Invisibility and other cloaking effects. In like vein, they are hardly to be diverted or influenced by illusory and phantasmal creations, with any form of belief or disbelieve SV presumptively limited to those with an IQ of 7 or more. If not universally immune, they are much less than normally susceptible, or at least reactive, to applied poisons and corrosive substances. Even one who may be draped in somewhat flammable materials would not balk at a waved torch or flaming oil. Along with a devoid mentality, this makes them less liable to some stunning and fear- inducing shock effects. Long corruption in them spawns contamination that can translate physically in the form of diseases, infestations, reactive vapors or exhalations, spasmodic malfunctioning, nervous insomnia or narcolepsy; or psychically in the form of haunting latent phobias, overriding mental images or themes, palpable glooms or silences, imparted object fixations or abhorances. Care should be exercised, particularly over the conduct of searching in and around the presence of such dark denizens, to avoid leaving oneself open to contracting any similarly imputable maladies. A fundamental Cursed condition might also be assumed to apply to all the undying, with concommitant danger of transmission of some type of unearthly hydra to those they come into more proximate or sustained contact with. In particular, a "death wish" inclination for release from torment is suggestive of a to- the- bone question of whether there exists a convict type, in addition to a corrupt type, of undead (for experience award/ penalty purposes) in contradiction to the prevalent class- wide characterization of: "I enjoy being a ghoul." The features of a lich, necromancer, demoniac, maleficum, etc may be overlaid on any of these listed configurations, with the addition of magic (spell) use, and possibly an intelligence retained through some connection with an inhuman agency per the Curse concept above. They are all subject to having individual quirks in game terms, due to loss of life: eg one front side worse than the other for attack, reliance on a chosen option, a specific response to lost Initiative or a missed hit roll, a preferential target character for attacking, and so on. Stat Symbols Used: A '\' precedes a listing of slung and unready items, '^' precedes a listing of learned talents or spells, '~' precedes a listing of magical items., '*' precedes a qualifier for the given value. All division operators in stats and descriptions round up the quotient. In descriptive passages, iST (incidental exhaustion ST loss), eST (exhaustion ST loss), and pST (physical ST loss) affect a figure's adjST rather than its basic ST; just as with the differentiations of (adj)DX & (adj)IQ. An at sign (@+/-n) indicates a potentially accruing category of modifier rather than a static, fixed- total variety: eg missile damage reduction against a Mummy of -3 per damage die (=minimum of zero per die), versus @-3 per die which would call for an accrued modifier of -3 times the number of dice (with a possibly negative total). The following stats additionally incorporate the adoption of a passable "doubled die" similitude for fisting the oddball d7. By this means, 2d6 are rolled and summed, with any value less than or equal to 7 taken as the result, while any greater value deducts -7 for the result. This is treated as a single die roll for dice tallying purposes. Flipping of a die is also referred to, meaning that the face- down value is to be used (which for a d6 would routinely be seven minus the rolled value). Skeleton (hammer & tongs): ST 7 +d7, DX 8 +d3 (mod per armor), IQ d3 -1, MA 10 (mod per armor; Standing), FA 321, AT (archaic) melee wpn (per ST), HA typ shield; +vs sharps. Rolling a two- dice sum greater than 7 on the d7 for starting ST when both dice are odd allows it to add the sum -7 result and roll again. When struck, a skeleton is less susceptible to edged weapons than to clubbing types and reduces such damage dealt, typically by the lesser of 3 or half its remaining adjST. When hit by any missile attack, other than magical or an oversize catapult type, it can suffer no more than 1 point of damage for each 5 or 6 rolled on damage dice overall. Regardless of its ST, on 6 or more points of adjST loss in a single attack a skeleton is discorporated outright, unless it's one that has rerolled for its ST, when if not reduced to adjST -1 it will be knocked down, but will unexpectedly stand again, with a 50% chance to then switch sides, acknowledge and aid its attackers. One reduced to adjST 0 doesn't experience any unconsciousness effect. A skeleton won't Force Retreat on any opponent (it just wants to whale), and if it's the subject of a Force Retreat suffers an additional d6 discombobulation physical ST loss as it's pushed back, contributing to that attacker's 6 points required to dismantle it. A skeleton that rolls to hit an opponent who hit it earlier in the same turn, and gets a result of all odd dice totalling its basic DX or less, in addition to any attacking effects has in some way snagged the opponent's attacking weapon: retaining and rendering the item unusable until the skeleton fails to roll its basic DX or less in a turn - if not tried in the process of a hit roll then as a SV 3D: DX at turn's end - when the item is wrenched back to the user's possession, unless previously released, as for instance by its forced retreat. The bulk of equipment in use by skeletons is decrepit & corroded to the point that any individual's break weapon score is its adjDX +4 or more in a hit roll. A skeleton which breaks its weapon, and has no other on hand to ready, will often go and look about trying to find an available item it can pick up (perhaps after spending a turn in a disconcerted moue bent upon the fragment it's left holding) to continue the attack. With similar selfabsorbance, although a skeleton can detect living beings in common with most undead, and will mainly relapse into dormancy until alerted to an opposing life force, its make- up causes it to be driven by a mercenary singlemindedness for wading into desperate battles: so that if its object of attack should fail to engage, by turning away or dropping to a suppliant position before the onslaught of one such with a warrior's trappings, there's the off chance its eyeless, brainless ego would overlook a form it scans as of commensurate dormancy and resume its post of guard, or amble on in berserk questing for foemen to slay. In this context, a group of skeletons moving against an opponent group tends to fan out and flank their selected targets (pirate- like), rather than to bunch up as a mob ("Now, can I have me some fightin' room?"). It is often found armed with outmoded weapons and armor of a foreign or antique style & make, indicative of identification with a long- removed, fervently ideological league or order. A character who appropriates such an opprobrious item for one's own use could in some cases be penalized by reducing the experience personally gained in an encounter during which the item was readied, serving to draw unwanted attention and for certain provoking other skeletons. For instance, at the end of the encounter the total credited experience may be multiplied by a d6 roll /5, treating a result of 6 as 0, for a multiplier range of: 0%, 20%, ..100%. Zombie (reheat & eat): ST 2 +2d6, DX 7 +d3, IQ 2d6 /3 -1, MA 8 (Standing), FA 321, AT Falx DA 1D +(ST /4 -2), HA typ none. Zombies fall into two fundamental subgroups: the living dead and the deathly live, although there's little to distinguish the two in their outward behaviors. Besides those mouldering corpses nefariously reanimated through necromancy - along with sometimes the newly deceased engrossed through transmission of a virulent biomorphic stimulus - there are those disheveled pariahs with whitened eyes clinging to an existence seemingly doomed to spiritual captivation through involvement in some sort of oppressive ritual: voodoo- like impeachments of guiltiness, demonic subjugation mishaps, evil- eye imprecations and backfires, hyping of control spells over resistance, redlining of apprenticed power sources, lapsing into will- deadening codes of duello or inquisitorial identity, among others. In this it can be seen to work both ways: the intent to, in effect, zombify some other entity could end up redounding upon the imposing agent, as with the mistreatment of slaves exemplified by Robert E. Howard's ghoulishly- drawn zuvembie in Pigeons From Hell. It suffers the usual adjDX penalties and forced retreats due to ST loss, but no unconsciousness nor knockdown should it pass a SV 3D: (basic) DX until terminated - it may have an arm fractured or its head canted yet keep its feet. One of the dead reduced exactly to adjST -1 continues for one more turn, at the end of which it automatically loses -1 pST. When reduced to adjST <-1, the dead stagger and collapse in an outburst of putrescent gore: roll d7 for the direction of the gout (7= its occupied hex). A player figure in a hex so affected must SV 3D: adjIQ or become so preoccupied by grossout that a @-1 to adjIQ is imposed, affecting a -3 adjDX modifier throughout a turn when a talent or spell of IQ level over adjIQ is employed or attempted. On the other hand, one of the live if reduced to adjST 0, instead of falling unconscious recovers to semiconsciousness, is regretably felled in death at adjST <0, and would be susceptible to poisoning. Its general weaponry in hand is in the form of crudely improvised hacking blades equating to one- handed, nonthrowing, long knives; often affixed to a bat or helve. These are classed as Falx (Latin, from which falchion & fauchard) although they're rude examples mostly in the reaper, scythe and sickle line that may actually be represented by ploughshares and pruninghooks perversely repurposed as weapons. With these it exhibits a fairly programmed usage pattern, comprising repeated cycles of a thrusting underhand gouge followed by a looping overhand slice. When its group's IT die -1 result is greater than its opponents' unmodified IT die, each individual zombie will reinitiate its attack sequence starting style (5 /6 chance either for one of basic ST <10 to swing low, or ST >9 to cut high), which can wait to be checked on an affected turn until after a zombie's successful hit roll and the target's guessed expectation for its style. The zombie's modified damage then depends on whether the target correctly anticipated the attack style: if so, any even result of the damage die is nullified; if not, an odd die value is treated as pST loss to the target not stopped by any form of protection - sometimes prompting the zombie to ejaculate a strangled, mob- transmitted gutteral: "Ngadia!" (Zulu "I have eaten"/ gotcha). A zombie could make use of any weapon, but won't fully appreciate an item's features; such then operating advantageously only at random. In moving, one must be pivoted to end facing its direction moved, unless it's unmoved in a turn, when it can change to face any direction. In many cases one can effectively observe and attack only into its center front hex, although those hexes flanking the central front hex remain front hexes. A group of zombies is penalized with -1 to its initiative rolls and will lose any ties. No DX bonus to experience is received for dispatching a zombie, due to its limited attacking prowess. A zombie is prone to seek some mollification of its agitated impulses in gang cohesiveness, if not a gang mentality. As a result, there's great difficulty in distinguishing between the dead and live subgroups of individuals within the chaos of freely mingling types without purposeful observation. Should it turn out that a group of zombies included one or more live specimens, all of whom ended up slain, as penalty the DX values of zombies of either type eliminated get summed, making a lump sum detraction to the individual experience of every member of the opponent party in consensus. Ghoul (smash & grab): ST 6 +2d6, DX 8 +2d2, IQ 3 +d3, MA 12 (Standing), FA 321, AT Rend or HTH Bite DA 2D +/-d6, HA Prosthetic Shield (vs Reactions To Injury). A ghoul's inhuman appearance may be naturally inbred, or due to the foulness of its existence, with an excessive appetite for selfaggrandizement and a kabuki- like taste for ornamentation. It might be evolved from a redivivus of the battlefield, one entombed presumed dead, a stricken plague warden, a confirmed cannibal cultist, a packmate of maneaters, or an actual monstrosity. Its focus on dismembering and eating an enemy's heart or liver encourages the development of an escalating strength over time, and a Frankensteinian appreciation for prosthetic enhancement. In loose yet recognizant bands, ghouls seem to willingly act as procurers. Despite their stomach- turning repulsiveness they have many times been sought out and may be in the company of some shadowy tribe, sect, commissioner or agent couched in the offing. In such a case, if not prevented, after the event that element can publicly denounce the party in a reversal of roles, so that any experience gained would at minimum be nullified by a consequent attribution of harm, and the party be placed in jeopardy. On the other hand, if one can show a token of, or confront that controller, a group of ghouls encountered might have sufficient IQ and ingrained conditioning to back off and lie in wait of a further sign. "Tonks joined them for a memorable afternoon in which they found a murderous old ghoul lurking in an upstairs toilet." It binds the claws or talons of bruins, lions, saurians and avians onto its own hands to enhance its attack, and its teeth are sharpened. For its unarmed damage, it usually rolls two dice then compares them with the roll of a third die, deducting the third if its value is less than the lower of the two, or adding the third if its value is greater than the higher of the two, or else discarding the third. In HTH the third is added when greater or equal to the higher of the two, and when equal causes one damage point to effect a temporary @-1 cumulative reduction of the target figure's basic ST attribute regardless of any protection, perhaps lasting just until the roll of a d6 is less than the number of gametime hours that have passed. However, it experiences a partial unarmed break weapon effect itself upon getting any double in its first two damage dice, when its damage then always subtracts the third die from the first two, with any negative results causing that many points of eST loss to the ghoul. And this brokendown damage- dealing status is typically applied from the outset to those ghouls with starting ST of 11 or less. When damage points dealt to it from its front would be sufficient to cause Reactions To Injury of an adjDX penalty (including reduction to adjST <4) or knockdown (including knockout) if applied, on passing SV 2D -2: IQ and without needing a free hand, it interposes a personal prosthesis of some kind that shields it from taking any adjST loss in the attack but still imposes the prescribed Reaction(s). This would protect an individual Ghoul only once over the course of an encounter, until a refit is made. It will scrounge weapons that it can also employ otherwise to break ground, smash coffins, or dredge boggy waters: these being generally of the prybar, pick (-ax) & mattock type appropriate to its ST stat, usable without talent. When armed, it will hurl itself in a pointed fury against armored target figures, due to its lust for rending open enclosed bodies. Considering its use of a 2- handed power grip on weapons in either melee or thrown attacks, for every three 1s rolled on dice in accumulated successful ghoulish hits overall upon a particular protective item within an encounter, the protection value of a targeted shield if interposed or else armored suit materially degrades by @-1 damage stopped, affecting the underlying construct value of even magically enchanted items, and regardless of blocked penetration. When using a weapon that allows for hurling, it likes to throw and "get first crack at" opponents, particularly from ambush, so it effectively has a Thrown Weapons bonus to its adjDX. Most suited to its morbid humor is a polearm with an abbreviated spear tip, flanked by a beak- like pick and a hammer claw, called a Bec- de- corbin (French "crow's beak") which it appositely prefers to jab at an opponent's eyes; while against hooded or helmeted figures, especially those in helmets having protuberances or plumes, its object is to snag the head covering and turn or force it onto the bridge of the nose, across an eye, or otherwise blur the wearer's vision. This weapon may be treated as a standard spear which if the user voluntarily reduces its attacking adjDX by -1 gains some special qualities that pertain to the ghoul of higher IQ even without so doing. The weapon then rolls a d7 rather than a d6 in damages, and when used 2- handed, against a shield- carrying target from that opponent's front hex opposite the shield arm, on a roll of 7 would additionally grapple the shield in an opposing- STs tug- of- war SV for the target to retain the shield. Against a target without a shield and having viable headgear, if the user opts for the reduced damage of a Jab, on a roll of 7 two of the target figure's front hexes at random would additionally become side hexes until that figure takes a Ready option. Lycanthrope (rant & rave): ST 10 +2d6 (& 2d3 core ST), DX 10 +d3, IQ 5 +d3, MA 12 (Standing engaged; or Crouching), FA 321, AT Wereform DA (2D -1* <7 cumulative to infliction), HA Miss Roll +umbrage. A category that could be considered somewhat applicable to other alter ego (inwardly) morphing figures (including Dr. Jekyll, Sweeny Todd, Circe, Morgana, Maleficent), as well as (outwardly) shapechanging figures. In an interstitial man- beast state of existence, it can remain clothed in cloaks or raggedly draped garments, and is thought of as inhabiting a more or less familiar form exhibiting overlapping traits. Appreciation for some desireable features of a crossover make- up can work to stabilize this condition; with some werecats/ cat people verging on the less pliant anthropomorphism and hipper duds of the rakshasa (Firefrorefiddle the Fiend of the Fell). These stats are for such a halfway wereform transformation: an in- between of humanoid manform and beastform. Rather than it being an attraction for animals of a related nature, those animals would tend to be warded off by their perception of an oddly mutated manhood. When disengaged at crouching posture, its instinctual animal reactions allow for automatic Dodge fx against missiles, with no MP use requirement and without precluding an option choice. Its lack of volition over the ascendance of its competing natures and postures means that with each step taken during an encounter, it rolls 1D and reduces MP used by -1 on 5.. 6, but increases MP used by +1 on a 1. This usage also affects the MP use qualifications for its option choices, instead of the number of hex steps moved. Its moonshadow attribute of umbrage, a sort of snarling, knowingly rabid standoffishness masking its near- lunatic approaches, limits the adjDX for any attacker in its front hexes to half the range of the hit dice rolled (rounded up), but only applies on a turn following one in which it made no attack, and only up to the point that it makes its own option choice in the turn. In the accelerated growth of the changes, it acquires a core strength reserve (and buzzing hormones) noted separately for damage accounting and not improving its basic ST. Any hit roll made against one is essentially treated as a roll to miss its mutable physique's deflective hide and strike at its inner mass or core. A passed adjDX check would penetrate the bulk of its blunting exterior, with dealt damage providing for any armor effects leaving a maximum loss of just the highest damage die barring doubles: either to its core ST if the hit dice come up all odd or all even, or else to its vulnerable adjST. This incisive roll to miss would allow for double/ triple damage results as pertaining to each damage die. However, when a 3- dice hit roll is an unadjusted 14 or more, the attack glances off as a clear miss that requires an adjacent attacker to pass a proficiency SV 3D: IQ to avoid pivoting a hexside randomly to left or right d2 times. While a werebeast retains any core ST, its normal adjST can't go negative. It will become incapacitated only with both its core and adjST reduced to 0. Its vulnerability to silver & suchlike is represented by adjST losses from attacks of that nature being treated as pST loss and unrecoverable (until next transformation) unless a d7 roll is an odd result and >= the points to be lost or a 7. Otherwise, when it takes any adjST loss, roll a number of d6s equal to that potential point loss and for every 6 that results one point of the loss is treated as incidental eST: which couldn't render it unconscious by reducing its adjST to less than 1, and with those iST points that are applied recoverable at a rate of +1 per turn as long as it remains conscious. This applies to it even when it's not in wereform, and isn't applicable to core ST reductions. Poisons administered while it's in some werestate will not be effective even when it returns to normal, but while in normal form (ie not under the moon's influence) it would be affected like anyone else. The conflict of its bestial proclivities with its fractionally retained IQ gives it mixed reactions when choices are offered, and it's given to bearing with itself in that mental whirlpool; thus it's not easily subjected to vampiric control for example, even in beastform. On the other hand, it displays a strengthened curiousity because of its twin influences, and can sometimes be nearly stunned into complacency by the sudden presentation of some odd sensual phenomenon (not merely illusory) or unlooked- for behavior (the old: "music hath charms.."): when, if left undisturbed, it would have to shake off the fascination of the distraction by passing SV 3D: IQ +(elapsed #turns) before returning to its mad ravages for the duration of the encounter. Its wrenching, raving wrestling preferences endow it with a sort of pass- through capability. At the end of a turn in which it initiated HTH, if the combined size of its HTH opponents doesn't exceed its own, it may make a followup Attempt to Disengage HTH, regaining its footing in the break off. Its 2D -1 attack damage, when 6 points or less is dealt, will be noted as accruing against the target figure's total protection unless and until that figure takes any adjST loss from its attacks - accumulating only with other Lycanthropic attack damage under the same conditions. This represents the Lycanthropes' rampaging tendency to home in on a mark they've identified once thwarted. Because the possible transmission of lycanthropy is so worrisome, a figure wounded in this way might want to voluntarily give up any experience due from the encounter in a prophylactic prayer that it might never have happened. Shapeshifting eccentricities give it the likelihood of making an attack with an unexpected Thing- like extremity or Alien- like appendage, so that on a hit roll that includes any 1s, it rolls an additional die then discards the highest die to obtain its roll total. Its swelling, unnatural strength and ferocious strike attacks have a chance to cause some deeper bruising to target figures even when they're armored. Whenever its applied damage, including any accrued, exceeds 8 points, the target must SV 3D: 10 to keep from suffering a onetime -1 to basic DX that typically lasts until passing a SV 3D: 10 at the end of each hour, while in the interim any hit roll or ST/ DX SV roll by that figure resulting in a rolled 11 or more causes @-1 eST loss to that figure. Vampire (twist & shout): ST 7 +2d6 (+amp'd adjST), DX 8 +2d3, IQ 7 +d3, MA 12 (in armor= 10 w typ mod; Standing), FA 321, AT melee wpn DA typ (+amp'd adjST fx) (\ Slash DA cum d6 til <3 or adjST loss); +swingshift, HA Cloaked Shield (nullify DG dice matching (rng)d6s). Usually originating as dumpy, inept, asocial persons dissatisfied with a plebian existence, then enlisted and suborned by some admired flashy figure to act under servitude until transmogrified into idols of bloodsucking abandon. Although, being said to inhabit the hours of darkness, it's also fashionable to view such denizens as somehow the risk- taking guardians of the night (ride the wild midnight surf with Moon Doggie). One's vaunted appearance through vampiric polymorphing incorporates its apparel as through a delusory, mirage- like effect: which in conjunction with its lack of reflection in mirrors makes it difficult to draw a bead on; so that spending time aiming at it will produce a negative, rather than a positive modifier. This effect is enhanced by a matador- ish misdirection capability for one having a hand free to manipulate the border of a flowing robe, cape or cloak held before it, equating to a frontal shield that nullifies damage dice on a one- to- one basis matching the spot values of a rolled number of d6 equal to the range in hexes of an attacker, prior to any armor accounting. In its vanity it affects an attractiveness for the opposite sex which is not however sex appeal, but more of a perceptible need for admiration promising some return gratification. It can possess a fascinating interview ability akin to Persuasiveness, while having great facility at wresting control of lower forms of summoned or conjured beings; mainly with a touch against those of imputed IQ less than its own imposing a resistance SV on 3D: IQ. All this might come to be developed into a mesmerizing gaze which allows it when locking eyes in combat, that is, with opposing central front hexes in line of sight at ranges less than 11, to treat the target's range as zero for adjDX casting modifiers and psychic- style effects. As a rule, one is dismissive of casting learned spells, but actively searches out tattoos/ sigils, talismans/ amulets, powders/ salves, and such things that it may overmaster even without an ordinarily requisite IQ, to employ for magical effects in a similar fashion. It may want these to try to counterbalance some realized susceptibility to blessed items, sensitivity to natural light, encroaching decomposition, phobias toward running water or timepieces, and other stock vexations. The class's oxymoronic depiction as 'vacuous wells' of permissiveness, and its overall emphasis on the siphoning of energies is exhibited in the draining weakness influence a vampire exerts over all figures adjacent to it. At the begining of an Action phase, each affected figure suffers a nonincapacitating decline of -1 in adjST, while the vampire gains a boost in basic ST of an aggregate amount, with enlargement by any of those whose ST exceeds its own to half the differential rounded up. This amplifying addition lasts until the start of the next Action phase, to be reset and recomputed from preexisting/ restored ST attributes. So a vampire figure is seldom bothered by swarms of pestilential insects, and thus a vampire with an overawed familiar or rat pack of adherents will appear with heightened adjST even in the ordinary run of things. The combination of its amplifying and rated adjST, when taking damage from an attack in which any amplified ST points still appertain, gives it a roll of d6 -2 for the fraction (rounding up) of adjST loss in 25% increments to be applied to its personal ST as usual, with the remainder applied to amplified ST points discarding any overage. In use of weapons it gains any bonus capability for its excess of ST above that required for the particular weapon being wielded. However, it has a taste for the employment of holdout daggers of the stilleto, poniard, and misericorde variety secreted up a sleeve, palmed, or reverse- gripped that don't require a Ready option to precede an attack, but would require the dropping of whatever item was being held in one hand. The slash damage so dealt is by rolling a d6 in sequence and adding the results until either a 1 or 2 is rolled or the damage is sufficient to cause any adjST loss to the target. A slash may characteristically include the use of tainted weapons to promote bleeding after a wounding of pST loss >=d7; until with the addition of a subsequent @-1 basic ST/ turn, the total accrued adjST +basic ST loss from that one particular wounding >=d7. Its extra strength doesn't provide it with an unusually powerful unarmed punch in the main, given its bloodless musculature. Conversely, when it comes to grips with an opponent, its wrestling seems to ramp up mightily in the contact, and it can actually throw off a mansize figure with which it has been in HTH for d3 turns - displacing one as if that figure had attempted to jump over a random adjacent hex with -4 adjDX. A vampire may often be found wearing raised boots, but in any case its quick pivots upon making a shift in movement will augment its hit probability for any attack made in the same turn by flipping its highest die >3 in a hit roll that isn't an automatic miss. There's a deleterious effect on its attack under an amplified adjST whereby its hit roll incorporating any 2 sixes automatically becomes a wildly- missed attempt that opponents will notice as leaving it open for a riposte or counterattack by any other figure, so that it is at +3 adjDX to be hit and applied damage won't then consider its overstrength. When it has initiative, it can choose once in the turn to give voice to a sonic shriek as a nerve- grating emanation in opposition to an attempt at spellcasting of which it's aware, not hindering the casting but breaking the caster's concentration to cancel the effect produced unless the caster passes SV 6 -((hex distance from vampire) /3)D: IQ. Mummy (down & dirty): ST 7 *2d2, DX 9 +d3, IQ 6 +d2, MA 6 (+passant; +fugit; Standing), FA 321, AT ~ Buffet DA (50% per hit die for -1 adjST) +curse fx; \ ~ Curse* as carrier, HA ~ Stone Flesh +compartmented. An unnaturally wizened courtesan, impossibly ancient mandarin, servitor interred to accompany another into the afterlife, lost dynastic figurehead, totem anthropomorphic creature or minion, victim of an undying curse, or immortal survivor of a long- departed culture. It could contrive to employ a Glamor, as in The Picture of Dorian Gray, but the semblance wouldn't make it any more lively. Its IQ seems mostly vested in associated icons or surrogate lifeforms, so in motivation and outlook it might appear as being "of two minds" rather than of an oft- imputed one- track mindlessness, and rather reducing its susceptibility to command- type influences. Its physical move into an open map hex costs it the usual 1 MP; however, it can pass, dryad- like, by conductance through magically- enhanced hexes or obstacles, such as any created Wall, Shadow, Darkness, Reveal Magic, Dazzle, Rope, Slippery/ Sticky Floor, etc, and even magically created Fire hexes, without ill effect at a rate of but 1 MP per 2 hexes, and note that many of the enclosing stones about its mastaba have been given some slight enchantment. Its apparent position in the course of its move is continually influenced by the warping of a time fugue that permeates it due to its extended antiquity: so that at the end of any Movement phase, the hex it occupies in reality is discovered by its voluntarily displacing up to (#steps taken) /2 hexes at its option. And this offset progression isn't discoverable by Mage Sight, although a figure in a Trance might be able to get a fix on it. A mummy is compartmented in a figurative way for damage distribution in conjunction with its Stone Flesh protection (stopping 4 damage). Each of its 7 compartments, containing either 2, 3 or 4 ST points IAW its stats ST roll, is separately protected by Stone Flesh. Damage dealt to a mummy will always affect a compartment having ST remaining, but of those at random. Once a compartment has been reduced in ST, that compartment's protection is lost, and if reduced to ST 0, any excess damage wraps to another compartment. Damage to it from fired rather than thrown missile weapons is functionally halved by deducting -3 per damage die before being applied. Fire arrows that lodge into it without causing ST loss will be extinguished as it moves. Missile spells have a 50% chance to miss it due to its fugit capacity, and even then a 50% chance to bypass it due to ts magical passant capacity. Most exhibit a sensitivity to natural light, along with a vulnerability to natural fire like torches & burning oil, but these types also present the danger of confrontation by a flaming mummy. When it scores an unarmed hit on a target figure, its noxious clout does damage of only an automatic infliction of -1 eST loss for each die result of 3 or less in the hit roll, with an additional -1 pST loss for each 1. The touch also causes a debilitating partial paralysis that makes the target figure suffer a Curse of 1 point for every 2 points of adjST loss sustained from the mummy. As an alternative type of weapon it could use a short, cursed rod of office (represented by a scepter, crook & flail, statuette/ effigy, or the like) which it might just as easily wield in a Defend option in order to make contact with an opponent (a missed hit roll in which the lowest 3 dice would have hit). Contact would bestow a Confusion effect of @-2 adjIQ for 1D turns with no adjST cost, and a figure thus Confused would additionally have to ratchet down its automatic miss scores by the accumulated penalty in any SV or hit rolls. The rod would possibly have a Staff To Snake capability, too. In the traditional setting of its tomb environs, a mummy is portrayed as having the accompaniment of some type of related psychic manifestation, which most likely circles the location at large. This might be some sort of dreamlike Image that allows the mummy's consciousness to rove into and monitor remote areas, or it might be more like a detached animus such as the Nyamos noted elsewhere in these stats. Depending on the proximity of one such to the mummy at the time, a spell targeted at the mummy would be attracted thereby, until the adjunct's own degree of awareness should be reduced by the applicable effectiveness of spells upon its assumed form; and overall perhaps able to divert and deal with no more than the first of any occuring in a turn. Ghost (bubble & squeak): ST 10 +d6, DX 10 +d3, IQ 5 +d2 (adj +2d6 -2 @2 turns), MA 10 (+racial bonus; Standing), FA 321, AT ~ Illusory Strike (\ ^ ~ Telekinesis); +sideswipe, HA ~ Insubstantiality* variable; Eyes- Behind. A vestige or apparition generally classed as ephemeral, which appropriately describes its highly mutative fluctuations. A ghost is immaterial, but not through any means acquiesed to or maintained on its part. There are ghosts who haven't yet realized that they aren't still living, and wonder why people they accost seem to react in such a wimpy fashion. This "half- life" is also shown in that, although a ghost passes through physical obstructions on the map, it is bound to move in accordance with standard MP costs, without restriction to the cast Insubstantiality spell's 1 step per turn. Significantly, a ghost who becomes engaged - in often mournful reflection upon its surroundings and its status in relation to those persons of whom it's aware - demonstrates substantive traces by leaving cold spots or causing tremors in its passage, by giving voice to wailing or calling out, and by exuding odd forms of ectoplasmic residuum. So, a ghost could ultimately be attacked in the normal manner, but only by any figures whom the ghost emphatically perceives as engaging it; not just as having front hexes that it occupies. For this purpose, at the first instance in a turn that it's necessary to check whether a 1- hex size ghostly figure might be engaged, roll d7 and for the remainder of the turn that result will represent its self- conception of its effective size in hexes were it to be a physical figure, subject to rechecking in any subsequent turns upon the ghost making a movement step. This size value becomes public knowledge when rolled, and the ghost has no priviledged information about it, but the ghost will be cognizant of some running vulnerability in this regard and try to steer clear of potential engagments in the course of going about its preoccupying business. This means that a ghost can at times exhibit the disengaging shift and/ or final step push back abilities of a multihex figure; except that when unintentionally remaining in a hex with another figure, as in Trampling or HTH effects, a ghost appears rather to merge into the other figure such that some attack made against the ghost has to roll to miss the other first as being in the way. And principally, the ghost isn't subject to any damage unless the qualifying number of opponent figures are engaging it at the moment of an attack upon it. A particular feature of it's Eyes- Behind is that when it isn't considered engaged it gains a +2 adjDX when targeting either of the hexes at its sides. Because its selfconsciousness and circumspection are wildly unstable, its adjIQ must be diced for when needed; to be employed at that level for the remainder of the turn and throughout the next, with current value not revealed to observers. For it to cast TK requires its current adjIQ to be 13 or better, but continuance is enabled even when adjIQ drops below 13 (ref Confusion), with effectual cost for each turn's continuance determined by current adjIQ level: up to 13 cost 2 ST, 14 cost 1 ST, 15 or more no cost. A ghost's attack is typically implemented through its casting of Telekinesis, by which it might want to seem to pick up and wield a material weapon that, depending on the ghost's past talent set, in its "hands" wouldn't need to apply the wizardly adjDX penalty noted for the spell. However, a ghost may also be inclined to forget itself and simply strike out at a target (particularly after having itself suffered some attack damage): in which case it performs as an Illusion of whatever accoutrement of weaponry its ghostly form exhibits, allowing the target an immediate SV (modified by the impression of its effective size noted below) to Disbelieve and negate any damage dealt, which would otherwise get applied exclusvely toward exhaustion ST loss. Since its telekinetic attack requires a spell cast & cost, in combination with other adjST losses it could be forcibly browbeaten into "giving up the ghost" and passing on; as apart from the more traditional exorcism, seance, or laying through appeasement of whatever unresolved longing it retains. In actual form of less than 1- hex size, its apparent size is adjusted by its selfperceived conception d7. This awe- inspiring putting on the frighteners makes for an imagined size penalty to SVs against it of half its hexsize (rounded up). It has a concurrent ability to change to Rearing posture when its size check exceeds 2 hexes, but this along with its Eyes- Behind capacity is lost upon any transition into straightforward Insubstantiality: wherewith these specs could also pertain to the ghostly aspects of the Wight & Nightgaunt. Nyamos or -moth (crash & burn): ST 8 +d3, DX 9 +2d3, IQ 8 +d6, MA 1 (Lying)/ 10 (+flying; +vertex slip; Arching), FA 300, AT Whiplash DA d7* facing barb (\ Static Discharge DA cumulative d3* metal bypass; ^ ~ Illusion* as morph duplicate), HA MA bonuses* with Initiative (\ ~ Invisibility; Blur +static cling). Also sometimes referred to as a Mindbender or unclean spirit, more fully a Phrenzied Animus or lost soul as it were. May be drawn to the solace of sympathy for the dead found about graveyards, catacombs, death marshes, etc. ("I heard a disturbin' sound: the jingle- jangle of.. those lost, anguished souls roamin' unseen over the earth!"). Its typical form is of a nightmarish butterfly freakout motif that natively exists as either an invisible or blurry psychedelic bowtie biwing with a 2.. 3 foot wingspan. Its invisibility is of a Predator- like kind, where it's vaguely detectable along a direct- frontal hex path line of sight, perhaps so seen as a will- o'- th'- wisp. Its figure occupies just the half- hex of its frontal faces, and pivots by orbiting within its location hex, so that attacks against it from its side and rear are made with no facing bonus and are limited to Jabs. Though it's a lightweight, the only size advantage it gains versus attacks are the side and rear Jab limitations above. In any case, and in addition to any defensive adjDX to hit penalties for its Invisibility or Blur, only when it has Initiative versus its attacker in a turn does it obtain the defensive modifiers for both its flying and arching postures. It can make a sideslip- type movement step at a cost of only the standard 1 MP between vertex- joining hexes along the lines connecting off of its front/ side location hex vertices unless the occupants of both hexes adjoining that line meet its engagement requirements. It has an innate capability of Invisibility, and uses a whiplash attack of its rolled proboscis aimed at a target's face or neck while it's invisible, or will become visible as an innately Blurred outsized butterfly when it initiates vigorous flapping (a Ready option) to pump up its antennae's static discharge attack, and loses even its Blurred status after such a discharge is made and throughout a subsequent turn. Its whiplash's d7 damage would be treated as physical damage not stopped by anything on a result of 7 when attacking from its target's front hexes, with only the lesser die of the roll taken as damage in that case. The damage for its static discharge is a d3 of physical damage for each charge/ turn it has spent pumping itself up, to which is added a roll of a d3 of exhaustion damage for each result of 3 it gets in rolling for damage overall, with the damage applied as a whole (eST losses still can't reduce a target below adjST 1) bypassing any protective devices of metal. A discharge zeroes its pumped charges, but while it has an accumulated charge, a hand strike hit upon it with a melee weapon in which the individual hit dice results come up more odd than even instead obviates any potential attack damage, drains its stored charge by -1, and causes it to be displaced to any random unoccupied hex adjacent to the attacker as it's shaken free from its static frisson of adherence to the weapon. May first be manifested by morphing itself into an Illusion dupe (-licate) of its latest host, but this requires a spell cast & cost. When dispelled as such an Illusion, the figure gets waveringly replaced by its normal form, but that transition might not be readily apparent if made to a state of invisibility. One seeking a new host needs to be voluntarily "reached out to" in some forward manner by a figure who might don a cloak or suit of cloth armor secreting it, enter into HTH with it, entrap it in a net or similar wielded/ cast device, attempt to command or control it, or some similarly receptive receptacle. The motive for this could be coming back to haunt someone, finding a willing subject, exerting its powers or wanting a creative outlet, but regardless, its undead makeup precludes it from attaining to any long- term constructive relationship. If it does invisibly conform itself to a figure for its new host, it raises the host's adjIQ to the Nyamos' basic IQ level, or at least by an initial +2. Whenever the host makes an IQ SV that would have been failed but for the influence of the Nyamos, or gets an automatic failure, the host must make a further SV against its own basic IQ on IQ /4 dice; which if failed effectively detracts -1 IQ off of the host, whereas adjIQ remains stable. These basic IQ reductions would progress, with the host unable to use talents or spells that exceed its current IQ. The Nyamos might insinuate to its host having a reduced IQ, that IQ could be restored if the host were willing to accede to certain unsavory conditions.